Map plays completely different when played on a multiplayer server

Discussion in 'Mapping Questions & Discussion' started by Ermac, Aug 5, 2014.

  1. Ermac

    Ermac L1: Registered

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    Okay I recently released a deathrun map for a server and they played it and the map was not like the version I played when I tested it, entities didn't work right, props didn't play animations correctly, door sounds would loop over and over, sound did not stop playing when told to do so, items and other entities misaligned, could someone explain to me how and why this is happening? :(
     
  2. YM

    aa YM LVL100 YM

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    Without a lot more specifics, all I can suggest is you've been mixing up onstarttouch and onstarttouchall
     
  3. Ermac

    Ermac L1: Registered

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    All the entities have there correct inputs and outputs and names and everything
    It worked 100% fine when I tested it by myself when its played on the server though its buggy
     
  4. Ermac

    Ermac L1: Registered

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    Heres my compile log, I fail to see anything wrong with it

    materialPath: E:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading E:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.vmf
    Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_02, using default
    Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_wall.vmt
    LightmappedGeneric,
    KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_wall.vmt
    LightmappedGeneric,
    KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_floor.vmt
    LightmappedGeneric,
    KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_floor.vmt
    LightmappedGeneric,
    Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_01, using default
    Patching WVT material: maps/dr_egypt_v1/egypt/sand_floor_blend_03_wvt_patch
    Patching WVT material: maps/dr_egypt_v1/nature/blendrockgroundwall003_wvt_patch
    fixing up env_cubemap materials on brush sides...
    KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt
    LightmappedGeneric,
    KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt
    LightmappedGeneric,
    KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt
    LightmappedGeneric,
    KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt
    LightmappedGeneric,
    KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt
    LightmappedGeneric,
    KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt
    LightmappedGeneric,
    KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt
    LightmappedGeneric,
    KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt
    LightmappedGeneric,
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 2780 detail faces...done (0)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing E:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (4) (1020345 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3636 texinfos to 1949
    Reduced 53 texdatas to 43 (1532 bytes to 1204)
    Writing E:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.bsp
    8 seconds elapsed



    4 threads
    reading e:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.bsp
    reading e:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.prt
    443 portalclusters
    889 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 17 visible clusters (0.09%)
    Total clusters visible: 19242
    Average clusters visible: 43
    Building PAS...
    Average clusters audible: 93
    visdatasize:19827 compressed from 49616
    writing e:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.bsp
    0 seconds elapsed



    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading e:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.bsp
    10336 faces
    7 degenerate faces
    27629020 square feet [3978578944.00 square inches]
    7 Displacements
    1927 Square Feet [277496.75 Square Inches]
    10329 patches before subdivision
    496813 patches after subdivision
    434 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 33699147, max 542
    transfer lists: 257.1 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3567073, 2825675, 3030630)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(588957, 406517, 395883)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(114378, 67471, 57848)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(25408, 11822, 8201)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(6817, 2364, 1211)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2135, 536, 181)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(743, 137, 28)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(275, 38, 5)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(105, 11, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(41, 3, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(16, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(6, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(3, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.2506 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    48 of 48 (100% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 181/1024 8688/49152 (17.7%)
    brushes 2791/8192 33492/98304 (34.1%)
    brushsides 23814/65536 190512/524288 (36.3%)
    planes 13504/65536 270080/1310720 (20.6%)
    vertexes 15237/65536 182844/786432 (23.2%)
    nodes 3592/65536 114944/2097152 ( 5.5%)
    texinfos 1949/12288 140328/884736 (15.9%)
    texdata 43/2048 1376/65536 ( 2.1%)
    dispinfos 7/0 1232/0 ( 0.0%)
    disp_verts 567/0 11340/0 ( 0.0%)
    disp_tris 896/0 1792/0 ( 0.0%)
    disp_lmsamples 5616/0 5616/0 ( 0.0%)
    faces 10336/65536 578816/3670016 (15.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6469/65536 362264/3670016 ( 9.9%)
    leaves 3774/65536 120768/2097152 ( 5.8%)
    leaffaces 11712/65536 23424/131072 (17.9%)
    leafbrushes 5559/65536 11118/131072 ( 8.5%)
    areas 13/256 104/2048 ( 5.1%)
    surfedges 71970/512000 287880/2048000 (14.1%)
    edges 42630/256000 170520/1024000 (16.7%)
    LDR worldlights 434/8192 38192/720896 ( 5.3%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 660/32768 6600/327680 ( 2.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 10353/65536 20706/131072 (15.8%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 28693108/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 19827/16777216 ( 0.1%)
    entdata [variable] 432478/393216 (110.0%) VERY FULL!
    LDR ambient table 3774/65536 15096/262144 ( 5.8%)
    HDR ambient table 3774/65536 15096/262144 ( 5.8%)
    LDR leaf ambient 9943/65536 278404/1835008 (15.2%)
    HDR leaf ambient 3774/65536 105672/1835008 ( 5.8%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/24336 ( 0.0%)
    pakfile [variable] 214554/0 ( 0.0%)
    physics [variable] 1020345/4194304 (24.3%)
    physics terrain [variable] 2529/1048576 ( 0.2%)

    Level flags = 0

    Total triangle count: 25841
    Writing e:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.bsp
    2 minutes, 3 seconds elapsed
     
  5. shadowslasher11

    aa shadowslasher11

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    I put it through Interlopers Compile Error finder, and while it came up clean of errors, I found this:

     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    That's a problem with interlopers' parsing of the log. The log clearly shows all three running.
     
  7. shadowslasher11

    aa shadowslasher11

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    Ah ok.

    Well, when you tested it by yourself, that's one person. Are you sure it resets after each person? Because that could be your issue.
     
  8. Ermac

    Ermac L1: Registered

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    Yeah the entities all worked 100% correctly and had the right inputs and outputs and everything
    Everything is 100% accurate from the VMF to the BSP, its just playing it through an internet game causes it to not work properly and I can't figure out why
     
  9. Werewolf

    aa Werewolf Probably not a real Werewolf

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    What map was it, and would you mind another Deathrun mapper having a play on the map? I'm not asking for the VMF, just the map.
     
  10. henke37

    aa henke37

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    You might want to fix that.
     
  11. Ermac

    Ermac L1: Registered

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    I fixed that, but that can't possibly be whats causing this problem of mine
     
  12. Geit

    aa Geit 💜 I probably broke it 💜

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    Like YM said - make sure you're using the correct variations of triggers. For example OnEndTouchAll (which fires when everyone has left the trigger) instead of OnEndTouch (which will fire every time someone leaves the trigger).
     
  13. worMatty

    aa worMatty Repacking Evangelist

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    There is a bug with func_door_rotating. If you specify a looping sound in its properties, and set the 'Loop Moving Sound?' property to True/Yes, it will continue to play and never stop. If it's used again, another instance of the sound will play. This problem only shows up when you run the map on a dedicated server. Here, visit this link and scroll down to the 'Loop Moving Sound?' property, you can read about the problem, there. Put the sound in to an ambient_generic entity close by. You can create outputs from the door when it opens and stops moving, to play and stop the ambient_generic. Set your door's 'Silent' spawn flag. That will solve the problem.

    You can install the Source Dedicated Server on your machine, and SourceMod with a Deathrun plugin, so you can test your maps locally.

    With regard to the other problems, it is possible that your logic timing is too quick for the server. Avoid using delays of anything less than 0.1. If you set delay values like 0.01, the outputs can fire in the wrong order. You might need to introduce some delays to your logic, if you have outputs that must be fired in a set order, that are currently set to fire at 0.00. These problems don't show up when running the map in the game client. It is a different beast to the server.